I know this much, it doesn't increase the AMF I cast.
But it does increase my UC. (YESSSS!)

So if it increases Enchantments cast *ON* the minion as well as ED's cast *BY* the minion *ON* the minion, it would increase (say if you had an AS) when it is cast, but also would increase the opponent's DM by the same amount? O.o

Just like opposing DM decreases all enchantments cast on you, the AoF increases all enchantments cast on you. The differences are that the AoF works as a percentage, and also does its magic on the skill the wearer has.

I'm wearing the AoF on Pitr. The AS, VA and Evasion cast on him is boosted (by 3% for the moment, not 2%) as well as any AMF or EC any opponent casts on him (as an enchanter, he does not fear those anyway).

Wait, are we sure that DM cast on an enchanter wearing a AoF isn't amplified? If this definitely is the case, then why wouldn't every enchanter be wearing one to increase the AS/GA/Prot they have cast on them?

Sorry for the confusion .. I obviously misread the changelog. So it affects the EDs being cast on the minion wearing the AoF pre-DM ... that's interesting :) So it is a benefit to minions that pretty much train skills only? PL walls / Evasion walls?

Ok I'll try to make it unambiguous :)
DM casts as normal against all minions ED, the remaining effect is amplified by the AoF on the minion wearing the it. EC and AMF cast by your opponent are also amplified versus the AoF minion. Skills trained by the wearer are amplified.

*shrugs* The Wiki is player-made, so it is just as susceptible to misconceptions. I simply thought making a thread to flesh out exactly how it worked would be good. And I'm glad I did - not only do I know how it works now, EXACTLY, but so do the other several who apparently were a little confused themselves ~_^

I'm guessing that a wall is prime for an AoF, since the magnified AMF means nothing, and the magnified EC means very little. However, the skill boost (Evasion or PL, depending on your strat) is wonderful, and the bonuses to things like AS, Protection, and perhaps GA are quite useful.

However....

If a Wall thrives on AC, and you lose the AC from the AoAC, is that tradeoff worth it? I have an AoAC of +20 on a wall with a total AC of 250. AS casts for a little under 300k per minion, and Protection is at exactly 27. If I sacrifice the 20 magical AC for, say, a +10 AoF with Evasion trained, will that be worth it?

Can you elaborate? The AC calculation is one that I totally do not understand. From the wiki:

"Multiply base AC by a random amount from 100-200%. Subtract this value from the damage. For physical damage, reduce the remaining damage by approximately 0.21% for each point of AC (including base value). For magic damage, only enchantment (plus value) reduces damage."

I suppose that's clearly written, but I just don't understand the finer points behind it.

This means that besides a percentage, AC also blocks an absolute number of damage. For newbies that's nice, for as long as the incoming damage is a few dozen.
For bigger characters, this part of the AC formula is more or less irrelevant, as it at most blocks 600 damage on a 300AC setup. That's why we most of the time completely ignore this part of the AC formula.

For example, if you had enough AC to reduce all damage you took by 50%, this in essence means you need 200 Damage to 'kill' 100 HP, so your AC has given you a virtual +100HP . Or gives you a 100% increase to your HP. :) No matter how many hits it takes.

I hope this helps!

With your current AC, and your total HP, you can work out how much extra HP additional AC would give, and could then see if you would gain more HP from AS instead. :)

Just as GL said, but one step further: take a big sheet of paper, and write down the play-by-plays of a few imaginary battles, against an opponent that does for example exactly 1k damage per blow for example.
Figure out how much HP you would need to survive say 10 of those hits without wearing any armor (hint: 10k) and how much HP you would need when you are wearing a certain amount of AC. Divide those numbers and you get your "HP bonus".

Because of the AC, the incoming hits are lower than the initial 1k. Because of that, you could do with less HP in order to survive the same number of rounds.

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<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=001uks">AoF explanation, please?</a>